Ok ok, so we know that a single hitbox can only hit any given target one time(if you dair someone with Captain Falcon, that same dair can't hit them again. If you want to hit them with another dair, you have to use dair over again). There is a strange attribute of hitboxes though: If a single hitbox hits 13 different targets then it may go back and hit the first one again and continue hitting the targets in the same order(so if an attack hits someone then hits 12 other targets, it may go back and hit that someone once again).
The only problem is where are you going to find an attack that has a hitbox that lasts long enough to hit TWELVE targets? Easy answer to this is the Yoyo Glitch. The jacket techniques(toy, star, spike, thunder) from the Yoyo Glitch attach a single hitbox to the user's(Ness') body and leaves it there as long as Ness doesn't use another attack and as long as Ness doesn't die. With this, hitbox renewal can be done in stages like Green Greens, Mushroom Kingdom I, and Yoshi's Island(with 4 players). Simply attach a yoyo glitch jacket, hit a target(by running into it), then run into 12 other targets(whether they be items, blocks, bricks, or other players) and go back to your original target.
Another situation in which hitbox renewal takes place is the Black Hole Glitch. In the black hole glitch, hitbox renewal occurs continuously during the entire process and life of the glitch. Attacks clashing with each other count as a hit towards hitbox renewal for each of the attacks, but attacks don't count as targets themselves, so attacks can potentially clash more than once. Most attacks in the game, however, were made to stop when clashed with another attack or run through the other attack(stopping the other attack). So, in order to achieve hitbox renewal through clashing, we need long-lasting attacks that have enough movement freedom to continuously clash, Living projecitles(projectiles with an HP hitbox-shell) such as PK Fire and Needle Storm, while long-lasting, don't have the freedom of movement to achieve hitbox renewal(and because their long life comes from a hitbox-shell that's duration is controlled by how much damage it takes, hitbox renewal would have to occur with these attacks VERY rapidly).
This means we need a long-lasting attack, with freedom of movement, and one that does not use a HP hitbox-shell. We also need to make sure that this attack will not be destroyed upon clashing. There is an attack like this; a unique anomaly within melee: Turnips.
Turnips are not only long lasting, but they are not destroyed when they clash and, with the exception of stitch-faced turnips, they are weak enough to not destroy and pass through what they are clashing with. They also have great freedom of movement that is not set on a strict, single path. Another property of Turnips along with any other hitbox is that their life or duration is renewed along with the hitbox when hitbox renewal occurs. It is that quality that allows the black hole glitch to work using turnips. This is what happens during a black hole glitch:
1. A rapid stream of weak superscope shots are maintained between 2 reflectors.
(these shots do not clash with each other, their duration is renewed by the reflectors. This is not hitbox-renewal, but another topic entirely^_^)
2. A Turnip is thrown into the stream. The rapid stream of shots clash with the turnip but neither the shots nor the turnip are destroyed. Meanwhile, the stream is holding the turnips still, not allowing it to move. At this point, we have already achieved hitbox renewal(the rapid stream of shots are renewing the turnips...this is why it doesn't vanish after staying in the stream for too long), but this isn't the entire glitch.
3. After the first turnip, at least 11 more turnips must be thrown into the first(although more can be used...up to 15 I believe). At this point you have 12 hitboxes trapped and clashing with each other which allows for a 13th hitbox, one of the weak charge shots, to gain hitbox renewal and live independant of the 2 reflectors. This shot's hitbox is duplicated, leaving one hitbox trapped within the tunips while the other passes through and continues streaming between the reflectors. This happens with all of the shots in the stream, but because the charge shots will not clash with each other and each one deals less that 1% damage due to attack stagnation(yes, attack stagnation occurs in items), the countless number of superscope shots hitboxes that get trapped inside the turnips do make the black hole any larger no matter how many are added.
4. We now have a complete Black Hole Glitch that is maintained through hitbox renewal. The 12+ turnips and superscope shots are constantly and rapidly renewing each other while holding each other in place at the same time. This is also why we are able to add other attacks into the Black Hole Glitch once it is completely formed. Attacks such as PK Fire and Fox Illusion will within the black hole glitch with their animations still visible because of hitbox renewal. Some characters can even be trapped with the black hole glitch in attacking animations because the hitbox on their attack is being constantly renewed and the black hole is holding them in place.
Here is a video demostrating hitbox renewal with the Yoyo Glitch: http://www.youtube.com/watch?v=XvX3GCaU9yA
Here is a video showing a black hole glitch with Mario stuck inside with his upB being renewed: http://www.youtube.com/watch?v=hTl1EMuawjg
Using action replay, black holes can be made using some other attacks. Here is a video showing a PK Fire black hole glitch: http://www.youtube.com/watch?v=7rcyaw60OIU
Some things to consider:
-What attacks other than the Yoyo Glitch might be used for hitbox renewal without the Black Hole Glitch?
-Could a Black Hole Glitch be performed using Mr. Saturns?
The only problem is where are you going to find an attack that has a hitbox that lasts long enough to hit TWELVE targets? Easy answer to this is the Yoyo Glitch. The jacket techniques(toy, star, spike, thunder) from the Yoyo Glitch attach a single hitbox to the user's(Ness') body and leaves it there as long as Ness doesn't use another attack and as long as Ness doesn't die. With this, hitbox renewal can be done in stages like Green Greens, Mushroom Kingdom I, and Yoshi's Island(with 4 players). Simply attach a yoyo glitch jacket, hit a target(by running into it), then run into 12 other targets(whether they be items, blocks, bricks, or other players) and go back to your original target.
Another situation in which hitbox renewal takes place is the Black Hole Glitch. In the black hole glitch, hitbox renewal occurs continuously during the entire process and life of the glitch. Attacks clashing with each other count as a hit towards hitbox renewal for each of the attacks, but attacks don't count as targets themselves, so attacks can potentially clash more than once. Most attacks in the game, however, were made to stop when clashed with another attack or run through the other attack(stopping the other attack). So, in order to achieve hitbox renewal through clashing, we need long-lasting attacks that have enough movement freedom to continuously clash, Living projecitles(projectiles with an HP hitbox-shell) such as PK Fire and Needle Storm, while long-lasting, don't have the freedom of movement to achieve hitbox renewal(and because their long life comes from a hitbox-shell that's duration is controlled by how much damage it takes, hitbox renewal would have to occur with these attacks VERY rapidly).
This means we need a long-lasting attack, with freedom of movement, and one that does not use a HP hitbox-shell. We also need to make sure that this attack will not be destroyed upon clashing. There is an attack like this; a unique anomaly within melee: Turnips.
Turnips are not only long lasting, but they are not destroyed when they clash and, with the exception of stitch-faced turnips, they are weak enough to not destroy and pass through what they are clashing with. They also have great freedom of movement that is not set on a strict, single path. Another property of Turnips along with any other hitbox is that their life or duration is renewed along with the hitbox when hitbox renewal occurs. It is that quality that allows the black hole glitch to work using turnips. This is what happens during a black hole glitch:
1. A rapid stream of weak superscope shots are maintained between 2 reflectors.
(these shots do not clash with each other, their duration is renewed by the reflectors. This is not hitbox-renewal, but another topic entirely^_^)
2. A Turnip is thrown into the stream. The rapid stream of shots clash with the turnip but neither the shots nor the turnip are destroyed. Meanwhile, the stream is holding the turnips still, not allowing it to move. At this point, we have already achieved hitbox renewal(the rapid stream of shots are renewing the turnips...this is why it doesn't vanish after staying in the stream for too long), but this isn't the entire glitch.
3. After the first turnip, at least 11 more turnips must be thrown into the first(although more can be used...up to 15 I believe). At this point you have 12 hitboxes trapped and clashing with each other which allows for a 13th hitbox, one of the weak charge shots, to gain hitbox renewal and live independant of the 2 reflectors. This shot's hitbox is duplicated, leaving one hitbox trapped within the tunips while the other passes through and continues streaming between the reflectors. This happens with all of the shots in the stream, but because the charge shots will not clash with each other and each one deals less that 1% damage due to attack stagnation(yes, attack stagnation occurs in items), the countless number of superscope shots hitboxes that get trapped inside the turnips do make the black hole any larger no matter how many are added.
4. We now have a complete Black Hole Glitch that is maintained through hitbox renewal. The 12+ turnips and superscope shots are constantly and rapidly renewing each other while holding each other in place at the same time. This is also why we are able to add other attacks into the Black Hole Glitch once it is completely formed. Attacks such as PK Fire and Fox Illusion will within the black hole glitch with their animations still visible because of hitbox renewal. Some characters can even be trapped with the black hole glitch in attacking animations because the hitbox on their attack is being constantly renewed and the black hole is holding them in place.
Here is a video demostrating hitbox renewal with the Yoyo Glitch: http://www.youtube.com/watch?v=XvX3GCaU9yA
Here is a video showing a black hole glitch with Mario stuck inside with his upB being renewed: http://www.youtube.com/watch?v=hTl1EMuawjg
Using action replay, black holes can be made using some other attacks. Here is a video showing a PK Fire black hole glitch: http://www.youtube.com/watch?v=7rcyaw60OIU
Some things to consider:
-What attacks other than the Yoyo Glitch might be used for hitbox renewal without the Black Hole Glitch?
-Could a Black Hole Glitch be performed using Mr. Saturns?